#version 430 

layout(location = 2) uniform vec4 color;
layout(location = 3) uniform vec2 lineSize; // x thickness, y length
layout(location = 4) uniform vec4 dashStyle; //x offset, y dash, z grap, w Fuzz

in vec2 v_texCoord;

out vec4 outColor;


void main()
{
	float fuzzThick = min(0.5, 2.5 / lineSize.x);

	float t1 = smoothstep(0.0, fuzzThick, v_texCoord.y);
	float t2 = 1.0 - smoothstep(1.0 - fuzzThick, 1.0, v_texCoord.y);

	outColor = min(vec4(1.0), color * t1 * t2);
}